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Wolves of the Sea · Chaos Marauders · 143–150 points
Best Chaos Marauder Build in Warhammer: The Old World
The best Chaos Marauder build in my testing depends on the job. At around 150 points, 19 flail Marauders narrowly led at 64.7%, great weapons won 71.1% when receiving charges, and hand weapon and shield finished only 1.5 points off the top.
Quick answer: three close builds, so pick by the job
- Narrow overall leader
- 19 flails: 64.7% overall and 62.7% on the charge
- Best receiver
- 16 great weapons: 71.1% when charged, 64.1% overall
- Defensive all-rounder
- 19 hand weapon and shield: 63.2% overall, and the best build into Gors
- Skip
- Flail and shield: too many points for too few bodies
- Marauder Horsemen
- Flank, screen and hunt; they are not a frontal combat unit
The top three builds finished within 1.5 points of each other, so the battlefield job decides the weapon: flails to charge, great weapons to take a charge, shields to hold and grind.
Why I ran this test
I bought the Chaos Battle March box and immediately had the same question most Chaos players will have: how should I build the Marauders? The new Marauder models are, in my opinion, some of the best Games Workshop has ever made, so I wanted to know whether they should become flail-wielding raiders, great weapon bruisers or a proper sword-and-board shieldwall. That question turned into this test.
To keep this from being a vibes-only build guide, I ran 1,920,000 complete combats in a dedicated Marauder test, 10,000 for every matchup, using one strict standard method from start to finish.
How many simulations I ran
I ran 1,920,000 complete combats for this guide: 16 practical Marauder builds, each fighting six fixed benchmark opponents while charging and again while receiving, 10,000 times per matchup and all the way to a result. These were the results.
My Marauder fights are frontal combats on open ground under the 2026 rules, with no magic, characters, shooting, terrain, flank charges, objectives or movement decisions. The Rat Ogre opponent is an approximation, so I would not read its column as a verdict on current Skaven. With 10,000 fights per matchup the dice barely matter; the simplifications in the model matter far more.
Every Chaos Marauder build, ranked
I built 16 practical Marauder units at 143 to 150 points, each with full command and the light armour Marauders wear as standard, and fought every one against the same six opponents, charging and receiving: Jade Warriors, Ironbreakers, Clanrats, Gors, Rat Ogres with a Master Moulder, and Knights of the Realm.
Every Chaos Marauder build, averaged across six opponents. n = 10,000 combats per matchup ±1 point
| Build | Pts | Overall | Charging | Receiving |
|---|---|---|---|---|
| 19 Marauders, flails | 150 | 64.7% | 62.7% | 66.7% |
| 16 Marauders, great weapons | 145 | 64.1% | 57.0% | 71.1% |
| 13 Marauders, great weapons, Unnatural Fortitude | 147 | 63.4% | 56.8% | 70.0% |
| 19 Marauders, hand weapon and shield | 150 | 63.2% | 59.5% | 66.9% |
| 12 Marauders, great weapons, Carrion Crow + Unnatural Fortitude | 149 | 62.9% | 56.9% | 69.0% |
| 14 Marauders, great weapons, Carrion Crow | 143 | 58.0% | 50.4% | 65.7% |
| 16 Marauders, flails, Carrion Crow | 145 | 55.2% | 53.1% | 57.2% |
| 14 Marauders, flails, Unnatural Fortitude | 143 | 54.9% | 53.3% | 56.5% |
| 13 Marauders, flails, Carrion Crow + Unnatural Fortitude | 147 | 54.0% | 53.3% | 54.8% |
| 16 Marauders, hand weapon and shield, Carrion Crow | 145 | 50.5% | 46.9% | 54.0% |
| 16 Marauders, flail and shield | 145 | 49.5% | 47.0% | 52.1% |
| 14 Marauders, hand weapon and shield, Unnatural Fortitude | 143 | 47.7% | 44.7% | 50.7% |
| 13 Marauders, hand weapon and shield, Carrion Crow + Unnatural Fortitude | 147 | 45.3% | 43.0% | 47.6% |
| 13 Marauders, flail and shield, Unnatural Fortitude | 147 | 44.8% | 43.7% | 45.8% |
| 12 Marauders, flail and shield, Carrion Crow + Unnatural Fortitude | 149 | 43.6% | 44.5% | 42.7% |
| 14 Marauders, flail and shield, Carrion Crow | 143 | 41.4% | 41.0% | 41.8% |
The top five builds sit within 1.8 points of each other. Across this many combats that order is stable, but it is far smaller than the swing a good or bad charge makes on the table, so I read the top of this table as a cluster rather than a podium.
What each option costs
Chaos Marauders cost 6 points per model and come with hand weapons and light armour. Great weapons add 2 points per model, flails 1 point and shields 1 point. In my test, Carrion Crow added 1 point per model and Unnatural Fortitude 2 points per model, which is why the cult builds field fewer bodies.
Flails: the narrow overall leader
Nineteen flail Marauders finished top overall at 64.7% and top on the charge at 62.7%. Nineteen bodies keep their ranks and combat result going, and AP −2 stays on after the first round, so the flail is more than a one-round gimmick. Their lead over great weapons is only 0.6 points, though, so I would not call flails the automatic answer. I would call them the best aggressive, body-heavy block.
Why great weapons win when the enemy charges
Sixteen great weapon Marauders won 71.1% when receiving a charge, the best receiving result in the whole test, against 57.0% when charging. Under Press of Battle, regular infantry that did not charge fight two ranks deep, so a great weapon block that gets charged strikes back with many more S5, AP −2 attacks. When Clanrats charged them they won 92.6%, and against charging Jade Warriors 84.1%.
So receiving is not passive for Marauders. With great weapons it is often their best damage mode, and they stay my default into armour and high Toughness.
Hand weapon and shield: a genuine all-rounder
Nineteen hand weapon and shield Marauders finished 63.2% overall, only 1.5 points off the top. Standard light armour, a shield and Parry make them hard to shift, and 19 bodies at 150 points hold their ranks and combat result for a long time. They were the best build into Gors in both directions and the best into the Rat Ogres, so I treat them as a real defensive and generalist block rather than a consolation pick.
Why flail and shield disappointed
Flail and shield sounds like the best of both worlds, and the test let the unit switch properly: flails when it charged, hand weapon and shield in combats where it did not. The best version, 16 models with no cult, still only reached 49.5%. Paying for flails and shields together costs three bodies against pure flails or hand weapon and shield, and at this points level those bodies matter more than the flexibility.
Cults and Chaotic Traits
At around 150 points, every cult or trait costs bodies, so the question is whether the blessing earns back the models it replaces. Unnatural Fortitude did on great weapons: 13 of them with Toughness 4 reached 63.4% overall, only 0.7 points behind 16 plain great weapons, and won 92.1% when Clanrats charged them. If T4 matters in your local meta, that is a credible tougher block.
Carrion Crow is more situational. Fourteen great weapon Marauders with it finished 58.0%, and the cult came through on about 72% of attempts in most units and about 83% in the 16-model units. That does not make Carrion Crow bad: its value changes with unit size, opponent and points budget, and it looks better when you compare at a fixed model count rather than fixed points.
You can combine Carrion Crow and Unnatural Fortitude. Twelve great weapon Marauders with both finished 62.9% overall and had the best results of any build into Knights of the Realm (81.7%) and Clanrats (76.5%).
Flat-cost vs per-model upgrades
The way the book prices an upgrade changes its value enormously. If a trait costs a flat amount per unit, it becomes much better on a big Marauder block: a defensive upgrade on 20 Marauders protects many wounds and helps the unit keep its ranks, Warband and combat result, while the same upgrade on 5 models is far less efficient. If a trait costs points per model, a 5-model and a 20-model unit pay proportionally for it, so the question becomes role and matchup rather than raw scaling. Check how your book prices each Chaotic Trait before you commit to one.
Best Chaos Marauder build by opponent
Best Chaos Marauder build by opponent. n = 10,000 combats per matchup ±1 point
| Opponent | What it represents | Best overall | Best charging | Best receiving |
|---|---|---|---|---|
| 15 Jade Warriors (hand weapon and shield) | Solid shield infantry | 19 Marauders, flails: 72.5% | 19 Marauders, flails: 66.8% | 16 Marauders, great weapons: 84.1% |
| 8 Ironbreakers | Tough, heavily armoured elite infantry | 19 Marauders, flails: 54.5% | 19 Marauders, flails: 46.9% | 16 Marauders, great weapons: 67.0% |
| 20 Clanrats (spear and shield) | Cheap ranked infantry with bodies and supporting attacks | 12 Marauders, great weapons, Carrion Crow + Unnatural Fortitude: 76.5% | 19 Marauders, flails: 65.2% | 16 Marauders, great weapons: 92.6% |
| 17 Gors (additional hand weapons) | Aggressive infantry with lots of attacks | 19 Marauders, hand weapon and shield: 32.3% | 19 Marauders, hand weapon and shield: 24.2% | 19 Marauders, hand weapon and shield: 40.5% |
| 3 Rat Ogres + Master Moulder | Monstrous infantry with high Strength, multiple wounds and Fear (an approximation) | 19 Marauders, hand weapon and shield: 97.0% | 19 Marauders, hand weapon and shield: 97.4% | 19 Marauders, hand weapon and shield: 96.6% |
| 5 Knights of the Realm | Armoured cavalry with a dangerous charge | 12 Marauders, great weapons, Carrion Crow + Unnatural Fortitude: 81.7% | 19 Marauders, hand weapon and shield: 92.6% | 12 Marauders, great weapons, Carrion Crow + Unnatural Fortitude: 75.4% |
- Into Jade Warriors and Ironbreakers, flails led overall and on the charge, but great weapons were clearly best when receiving.
- Into Clanrats and other S3 volume, great weapons with both blessings led overall, and plain great weapons won 92.6% when charged.
- Into Gors, every Marauder build struggled. Hand weapon and shield did least badly, at 32.3%, so the real lesson is to avoid that fight.
- Into the approximate Rat Ogre unit, hand weapon and shield led at 97.0%, though every build won more than three quarters of its fights.
- Into Knights of the Realm, bodies, ranks, a banner, Close Order and Massed Infantry carried every build: hand weapon and shield won 92.6% on the charge, and great weapons with both blessings handled the Knights’ charge best.
Which Chaos Marauder weapon should I take?
Which Chaos Marauder weapon should I take?.
| Weapon | Best into | Avoid into | Why |
|---|---|---|---|
| Great weapons | Dwarfs, Jade Warriors, Clanrats, Chaos Warriors, armour, high Toughness, anything likely to charge them | Fast attack-volume units like Gors | The best receiving build I tested. S5 and AP −2 stay useful all game and become excellent when Press of Battle adds an extra fighting rank. |
| Pure flails | Jade Warriors, Ironbreakers, Clanrats, and anything the Marauders expect to charge | Gors, and fights where the enemy gets the charge | The narrow overall and charging leader. Nineteen bodies plus AP −2 that never switches off make them a strong aggressive block. |
| Hand weapon and shield | Gors, holding jobs, scoring, cavalry charges, long grinds | Heavily armoured targets the Marauders must kill quickly | A genuine all-rounder: 19 bodies with shields, Parry and their standard light armour finished only 1.5 points behind the top build. |
| Flail and shield | Theoretically flexible builds | Most practical 140–150 point builds | The test let them switch properly, flails on the charge and hand weapon and shield otherwise. Even so, paying for both options cost too many bodies. |
My simple rule: take flails if the Marauders will charge, great weapons if the enemy will charge them or they must crack armour, and hand weapon and shield if their job is to hold, score or survive a bad matchup.
- Fighting Dwarfs: start with great weapons. They won 67.0% when Ironbreakers charged them, the best receiving result in that matchup, while flails led when the Marauders charged.
- Fighting Skaven: great weapons are the default, and great weapons with Unnatural Fortitude are especially interesting into Clanrats and other S3 volume.
- Fighting other Chaos: great weapons again, because Chaos targets often have armour, Toughness or both.
- Fighting Beastmen: hand weapon and shield, because Gors punish every other build hardest.
- Do not send Marauders into aggressive attack-volume infantry like Gors unless you have to.
How I would build several Marauder units
If I were fielding several core units of Marauders, this is the split I would start from:
- Main block: 16 great weapons, to take charges and grind through armour.
- Second block: 19 flails, to charge and break something.
- Third block: 19 hand weapons and shields, as a holding and scoring unit that still fights well.
- Avoid flail and shield as a default build: the test did not reward the flexibility at this points level.
Against Dwarfs, I would build around at least one great weapon block and let it receive charges, adding flails only if they can reliably strike first. Against other Chaos, great weapons are the safest default, flails make a cheap first-wave hammer, and a shield block can sit as a static combat-result bunker. Facing Marauders, Berserkers or other light, attack-heavy infantry, shields and bodies matter more; facing Chaos Warriors, Knights, Chosen or monsters, great weapons matter more.
Every build against every opponent
Here is how each build did against each enemy, charging and receiving.
Win rate when the Marauders charge, by opponent. n = 10,000 combats per cell ±1 point
| Build | Jade Warriors | Ironbreakers | Clanrats | Gors | Rat Ogres | Knights |
|---|---|---|---|---|---|---|
| 19 Marauders, flails | 66.8% | 46.9% | 65.2% | 8.1% | 96.8% | 92.3% |
| 16 Marauders, great weapons | 59.5% | 40.4% | 58.6% | 3.9% | 93.6% | 86.3% |
| 13 Marauders, great weapons, Unnatural Fortitude | 55.0% | 41.5% | 60.9% | 8.7% | 86.9% | 87.6% |
| 19 Marauders, hand weapon and shield | 53.1% | 33.4% | 56.6% | 24.2% | 97.4% | 92.6% |
| 12 Marauders, great weapons, Carrion Crow + Unnatural Fortitude | 53.9% | 37.5% | 62.5% | 15.0% | 84.5% | 88.0% |
| 14 Marauders, great weapons, Carrion Crow | 46.7% | 29.0% | 51.1% | 5.0% | 87.2% | 83.3% |
| 16 Marauders, flails, Carrion Crow | 50.5% | 33.2% | 49.3% | 5.7% | 92.9% | 87.1% |
| 14 Marauders, flails, Unnatural Fortitude | 46.8% | 36.1% | 51.0% | 6.3% | 90.8% | 88.8% |
| 13 Marauders, flails, Carrion Crow + Unnatural Fortitude | 42.4% | 32.1% | 53.7% | 14.0% | 88.0% | 89.4% |
| 16 Marauders, hand weapon and shield, Carrion Crow | 31.8% | 19.3% | 39.5% | 13.8% | 93.5% | 83.4% |
| 16 Marauders, flail and shield | 35.0% | 26.6% | 39.3% | 4.8% | 93.6% | 82.7% |
| 14 Marauders, hand weapon and shield, Unnatural Fortitude | 18.3% | 20.0% | 36.7% | 16.1% | 92.0% | 85.1% |
| 13 Marauders, hand weapon and shield, Carrion Crow + Unnatural Fortitude | 11.6% | 18.4% | 35.2% | 19.5% | 88.7% | 84.6% |
| 13 Marauders, flail and shield, Unnatural Fortitude | 21.1% | 22.6% | 38.9% | 9.4% | 87.2% | 83.2% |
| 12 Marauders, flail and shield, Carrion Crow + Unnatural Fortitude | 20.0% | 19.9% | 43.3% | 16.3% | 85.3% | 82.3% |
| 14 Marauders, flail and shield, Carrion Crow | 22.5% | 17.6% | 33.2% | 5.5% | 88.5% | 79.0% |
Win rate when the opponent charges, by opponent. n = 10,000 combats per cell ±1 point
| Build | Jade Warriors | Ironbreakers | Clanrats | Gors | Rat Ogres | Knights |
|---|---|---|---|---|---|---|
| 19 Marauders, flails | 78.3% | 62.1% | 87.0% | 15.5% | 89.5% | 67.7% |
| 16 Marauders, great weapons | 84.1% | 67.0% | 92.6% | 19.6% | 92.7% | 70.7% |
| 13 Marauders, great weapons, Unnatural Fortitude | 79.0% | 65.5% | 92.1% | 23.6% | 85.6% | 74.3% |
| 19 Marauders, hand weapon and shield | 67.8% | 50.7% | 80.3% | 40.5% | 96.6% | 65.6% |
| 12 Marauders, great weapons, Carrion Crow + Unnatural Fortitude | 76.2% | 60.0% | 90.6% | 26.1% | 85.7% | 75.4% |
| 14 Marauders, great weapons, Carrion Crow | 72.9% | 55.8% | 88.3% | 19.9% | 86.1% | 71.1% |
| 16 Marauders, flails, Carrion Crow | 63.4% | 45.7% | 72.3% | 8.5% | 85.7% | 67.9% |
| 14 Marauders, flails, Unnatural Fortitude | 59.6% | 49.7% | 72.4% | 8.8% | 80.6% | 68.0% |
| 13 Marauders, flails, Carrion Crow + Unnatural Fortitude | 52.8% | 45.7% | 70.4% | 11.7% | 77.3% | 70.9% |
| 16 Marauders, hand weapon and shield, Carrion Crow | 48.3% | 32.2% | 62.5% | 25.0% | 92.4% | 63.6% |
| 16 Marauders, flail and shield | 46.8% | 35.6% | 61.7% | 19.4% | 91.7% | 57.4% |
| 14 Marauders, hand weapon and shield, Unnatural Fortitude | 32.6% | 34.8% | 56.8% | 26.5% | 90.5% | 62.9% |
| 13 Marauders, hand weapon and shield, Carrion Crow + Unnatural Fortitude | 21.3% | 31.7% | 54.5% | 27.8% | 87.4% | 63.1% |
| 13 Marauders, flail and shield, Unnatural Fortitude | 21.0% | 33.6% | 54.8% | 23.1% | 86.4% | 55.9% |
| 12 Marauders, flail and shield, Carrion Crow + Unnatural Fortitude | 16.2% | 30.1% | 50.2% | 23.0% | 82.3% | 54.5% |
| 14 Marauders, flail and shield, Carrion Crow | 24.3% | 27.9% | 45.1% | 15.8% | 86.3% | 51.6% |
The top builds in detail
Every matchup for 19 Marauders, flails (150 pts). n = 10,000 combats per row ±1 point
| Opponent | Who charged | Won | Wounds dealt, round 1 | Wounds taken, round 1 | Marauders left | Enemy left |
|---|---|---|---|---|---|---|
| 15 Jade Warriors (hand weapon and shield) | Marauders | 66.8% | 1.63 | 2.31 | 10.9 | 6.9 |
| 8 Ironbreakers | Marauders | 46.9% | 1.09 | 3.53 | 7.4 | 4.0 |
| 20 Clanrats (spear and shield) | Marauders | 65.2% | 3.33 | 3.34 | 10.9 | 8.7 |
| 17 Gors (additional hand weapons) | Marauders | 8.1% | 1.98 | 5.89 | 4.7 | 13.0 |
| 3 Rat Ogres + Master Moulder | Marauders | 96.8% | 1.99 | 2.73 | 14.8 | 1.0 |
| 5 Knights of the Realm | Marauders | 92.3% | 1.15 | 1.82 | 14.9 | 2.2 |
| 15 Jade Warriors (hand weapon and shield) | Opponent | 78.3% | 1.84 | 1.27 | 12.7 | 6.2 |
| 8 Ironbreakers | Opponent | 62.1% | 0.94 | 2.22 | 9.7 | 3.9 |
| 20 Clanrats (spear and shield) | Opponent | 87.0% | 3.68 | 1.24 | 14.5 | 7.4 |
| 17 Gors (additional hand weapons) | Opponent | 15.5% | 1.84 | 4.24 | 5.5 | 12.3 |
| 3 Rat Ogres + Master Moulder | Opponent | 89.5% | 1.82 | 4.00 | 12.8 | 1.1 |
| 5 Knights of the Realm | Opponent | 67.7% | 1.55 | 3.55 | 10.0 | 1.9 |
Every matchup for 16 Marauders, great weapons (145 pts). n = 10,000 combats per row ±1 point
| Opponent | Who charged | Won | Wounds dealt, round 1 | Wounds taken, round 1 | Marauders left | Enemy left |
|---|---|---|---|---|---|---|
| 15 Jade Warriors (hand weapon and shield) | Marauders | 59.5% | 1.62 | 2.26 | 8.7 | 7.0 |
| 8 Ironbreakers | Marauders | 40.4% | 1.10 | 3.52 | 5.3 | 3.6 |
| 20 Clanrats (spear and shield) | Marauders | 58.6% | 3.33 | 3.32 | 8.1 | 8.6 |
| 17 Gors (additional hand weapons) | Marauders | 3.9% | 1.99 | 5.82 | 3.3 | 13.4 |
| 3 Rat Ogres + Master Moulder | Marauders | 93.6% | 2.01 | 2.98 | 11.0 | 0.9 |
| 5 Knights of the Realm | Marauders | 86.3% | 1.16 | 1.79 | 11.5 | 2.0 |
| 15 Jade Warriors (hand weapon and shield) | Opponent | 84.1% | 3.22 | 1.25 | 11.1 | 5.2 |
| 8 Ironbreakers | Opponent | 67.0% | 2.01 | 2.22 | 8.2 | 2.9 |
| 20 Clanrats (spear and shield) | Opponent | 92.6% | 6.15 | 1.26 | 12.5 | 5.8 |
| 17 Gors (additional hand weapons) | Opponent | 19.6% | 3.59 | 4.26 | 4.5 | 10.5 |
| 3 Rat Ogres + Master Moulder | Opponent | 92.7% | 3.66 | 4.03 | 10.5 | 0.7 |
| 5 Knights of the Realm | Opponent | 70.7% | 2.12 | 3.56 | 8.6 | 1.4 |
Every matchup for 19 Marauders, hand weapon and shield (150 pts). n = 10,000 combats per row ±1 point
| Opponent | Who charged | Won | Wounds dealt, round 1 | Wounds taken, round 1 | Marauders left | Enemy left |
|---|---|---|---|---|---|---|
| 15 Jade Warriors (hand weapon and shield) | Marauders | 53.1% | 0.33 | 1.36 | 11.4 | 9.6 |
| 8 Ironbreakers | Marauders | 33.4% | 0.18 | 2.61 | 7.1 | 5.9 |
| 20 Clanrats (spear and shield) | Marauders | 56.6% | 1.33 | 2.01 | 11.5 | 10.8 |
| 17 Gors (additional hand weapons) | Marauders | 24.2% | 1.00 | 3.50 | 6.8 | 11.7 |
| 3 Rat Ogres + Master Moulder | Marauders | 97.4% | 0.66 | 1.92 | 15.4 | 1.3 |
| 5 Knights of the Realm | Marauders | 92.6% | 0.42 | 1.27 | 15.5 | 3.1 |
| 15 Jade Warriors (hand weapon and shield) | Opponent | 67.8% | 0.90 | 0.76 | 13.1 | 8.4 |
| 8 Ironbreakers | Opponent | 50.7% | 0.33 | 1.49 | 9.5 | 5.7 |
| 20 Clanrats (spear and shield) | Opponent | 80.3% | 2.44 | 0.75 | 14.5 | 8.9 |
| 17 Gors (additional hand weapons) | Opponent | 40.5% | 1.83 | 2.56 | 8.4 | 10.0 |
| 3 Rat Ogres + Master Moulder | Opponent | 96.6% | 1.20 | 2.55 | 14.8 | 1.2 |
| 5 Knights of the Realm | Opponent | 65.6% | 0.76 | 2.80 | 10.5 | 3.0 |
How I ran the test
- Full combats to a result, including Combat Result, Break tests, Give Ground, follow-up and pursuit, under the 2026 rules.
- Every Marauder unit had full command plus the hand weapons and light armour Marauders carry as standard.
- Great weapons: S+2, AP −2, Armour Bane (1) and Strike Last.
- Flails: AP −2 always applies, while S+2 and Armour Bane (1) only apply against enemies the wielder charged that turn.
- Flail and shield units used flails when they charged, then switched to hand weapon and shield, with Parry, in combats where they did not.
- Carrion Crow needed a Leadership test and worked once per game; Unnatural Fortitude gave a permanent +1 Toughness and stacked with it.
- Press of Battle let non-charging regular and heavy infantry fight two ranks deep, which drives the great weapon receiving results.
- I ran each matchup as two separate 5,000-combat passes. Both halves put flails narrowly first and great weapons second.
This page expands my earlier Warriors of Chaos build lab with a dedicated Marauder test using one strict standard method. For Marauder Horsemen, see are Marauder Horsemen good?
My conclusion
Based on these results, I would use flail Marauders for charging, great weapon Marauders for taking charges and cracking armour, and hand weapon and shield Marauders for holding ground and fighting Gors… not flail and shield as a default build, and not any Marauders into Gors if I can avoid it.
FAQs
Are flails or great weapons better on Chaos Marauders?
It depends on who charges. 19 flail Marauders led overall at 64.7% and on the charge at 62.7%; 16 great weapon Marauders won 71.1% when receiving and 64.1% overall. The gap is small enough that I pick by the unit’s job.
Is hand weapon and shield good on Chaos Marauders?
Yes. Nineteen hand weapon and shield Marauders reached 63.2% overall in my test, close behind the top two, and they were the best build into Gors and the Rat Ogres.
Do Chaos Marauders have light armour?
Yes. Marauders come with hand weapons and light armour as standard at 6 points per model, and every build in my test included it. The real choices are weapons and shields: great weapons cost 2 extra points per model, flails 1 and shields 1.
What is the best cult for Chaos Marauders?
Unnatural Fortitude on great weapons: 13 of them reached 63.4% overall, close behind the plain great weapon block. Carrion Crow is more situational at around 150 points, but not bad; its value shifts with unit size, opponent and points.
How many simulations did you run for the Marauder builds?
1,920,000 complete combats: 16 builds against six opponents, charging and receiving, 10,000 times per matchup.